Friday, May 4, 2012

Goalsystem Delves Design Log 5: We've Got Class!

Well, six of them to be more specific.  In order to properly emulate classic dungeon fantasy genre games, I wanted to include Classes in the game. But how to do it?  I'm a huge fan of Atlas Games' Over the Edge RPG. Among it's many excellent design features is the idea of traits. Each character is defined by three core traits, a central and two side traits.

I took inspiration from this when shaping Goalsystem's standard four traits to the Delves project, and made the primary trait for characters a Class trait.  So if you're a Fighter (one of the six classes in GD) you'll roll to attack and to overcome Adventure Hazards using your Class trait Fighter dice pool.  In fact, every Class will fight with its Class trait. I must also give a nod to the Baron, a Goalsystem fan and super-gamer, as he and his crew were doing some Goalsystem fantasy stuff using a fairly straightforward iteration of my rules, and this caught my eye.

So after working through some initial rough spots I've settled on a structure for character creation. This game will be a real hybrid between miniature skirmish and RPG's.  I've taken to calling it Skirmish Fantasy Role-Play, a subtitle that might stick in the book.  Characters will be one of six classes: Druid, Fighter, Mage, Priest, Ranger, and Thief.  Each class has at least two "flavors" for variation. So you might Be a Thief-Acrobat or a Thief-Assassin.  I'll get into more of these in later posts, but today I want to preview the Druid a bit.



Here's the basic write-up for the Druid Class:

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The Druid [+11 pts.]
Druids feel at home in the wild places of the world. They possess a special bond with nature and the animals and plants who are a part of it. Some druids travel with animal companions, while others can take on the atavistic shape of the predator.

Starting Options
Choose one of the following:

Atavistic Druid
--Altered Beast: Spend a free action and 1 Fate pt. to shift into predator form.
--While in this form, gain +1D Strength, +1D Toughness, +2” Move.
--You neither gain nor grant a friends bonus in close combat.
--You may not collect or carry Adventure objectives.
--3rd level: Add +1D to Strength in this form.

Keeper Druid
--Boon Companion: You gain an appropriate animal companion with the following profile:
Animal 4D
Defense 4D
Strength 4D
Toughness 4D
Move: 7” Hits: 5;  Tooth & Claw: +1D Damage

--You must spend 1 Fate pt. at the start of the game to include your animal companion in the party.
--The animal has WC 4. Roll on the Save vs. Death! for your animal companion just as with normal characters. If he perishes, you do not have one available for the next adventure, but gain a new one with the same starting profile in the subsequent adventure.
--3rd level: Add +1D to the companion’s Animal trait.

Special Abilities
Pathfinder: Druids treat all forest and swamp difficult ground as normal, open terrain.

Minor Spellcaster: Druids begin play with one 1st level spell chosen from the Spirit magic list.

Starting Hit Points: 7

Starting Equipment
Druids may select up to two weapons from the following list:
--Javelins
--Shillelagh
--Spear
--Druids may also carry small shields, but wear no other armor.

Level progression
Druids use the following advancement path. Each level indicates the amount of experience points (XP) needed to reach it and gain the listed benefits. When a Druid adds a new spell, he or she can select it from the Spiritual spell list.

Level 1: Starting options detailed above.
Level 2: 4 XP. +1 Re-roll to Druid trait
Level 3: 8 XP. +1 Re-roll to 1 non-Class trait; +1 Fate; *Class bump
Level 4: 12 XP. +1D to Druid trait. +1 Hit Point; New spell
Level 5: 16 XP. +1D to 1 non-Class trait; +1 Fate
Level 6: 20 XP. +1 Re-roll to Druid trait. +1 Hit Point

*See above for details on 3rd level Class bumps.
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 Druid has always been one of my favorite classes across many editions of the classic D&D RPG, Rolemaster, and other games. I feel like the options here provide the classic options and feel, and reflect the things that made me love playing the Class.

Thanks for visiting!

--Scott

2 comments:

  1. Hey Scott,

    We are still playing Chaos In Carpathia in my group (and added some custom Secret Objective Cards and Campaign Cards) and loving every minute of it.

    However, around a year ago, a few of us started playing some first edition AD&D since we had the books in our attics from our adolescent years. The Druid you've created really feels like the Druid from that book (that's a compliment). Maybe the guys would be interested in trying this. Just to be clear, does someone have to be the Gamemaster?

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  2. Hey, Jason! The game is being written with a GM in mind, but you can also play points match games with adventuring groups and or monsters fighting it out. The sample Adventures are written with a GM in mind.

    There's enough "meat" in each character for a 4 - 7 payer group to have a nice evening's Adventure with someone assuming a GM roll and the other players running 1 - 2 characters each. The system for building adventures is pretty straight forward, and we've got a system in their for determining threat levels and creating encounters of varying difficulties.

    I could see players switching the roll of GM out from week to week if they like, or one guy taking the ball and running with it, writing up an epic campaign.

    The "toolkit" aspect of the rules will hopefully allow players to take it and do what they want with it. I'm trying to assign points costs to everything so that players can decouple stuff they don't want from the rules and use the rest as they see fit. I am very happy with the campaign system, as I really feel it captures the essence of old school D&D without a lot of the accountancy.

    Anyway, sorry to ramble! I am just excited and have a lot to say about this! Can't wait to do the Kickstarter video!

    --Scott

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